EDUCATIONAL TECHNOLOGY Educational Technology is a complex, integrated process involving people, procedures, ideas, devices and organization for analyzing problems and devising, implementing, evaluating, and managing solutions to those problems, involve in all aspects of human learning. Educational Technology consists of the designs and environment that engage learners, and reliable technique or method for engaging learning such as cognitive learning, strategies and critical thinking skills. Educational Technology is a theory about how problems in human learning are identified and solved. Educational Technology is a field involved in applying a complex, integrated process to analyze and solve problems in human learning. Educational Technology is a field of study which is concerned with the practice of using educational methods and resources for the ultimate goal of facilitating the learning process. Educational Technology is a profession like teaching. It is made up of organized effort to implement the theory, intellectual technique , and practical application of educational technology.
TECHNOLOGY IS A BOON * when use for communication and data transfer; * when use to ugrade educational quality; and * when use to elevate instructions for the benefit of the learners. TECHNOLOGY IS A BANE * when the learner surfs the Internet for pornography; * when TV makes the learner a mere spectator not an active participant in the drama of life; and * when the learner gets glued to his computer for computer- assisted instruction unmindful of the world and so fails to develop the ability to relate to others. LESSON 2: TECHNOLOGY: BOON OR BANE?
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The Roles of Educational Technology in Learning Technology as tools to support knowledge construction Technology as information vehicles for exploring knowledge to support learning- by-doing Technology as context to support learning-by- doing Technology as a social medium to support learning-by- coversing Technology as intellectual partner to support learning-by- reflecting LESSON 3: THE ROLES OF EDUCATIONAL TECHNOLOGY
Define Objectives (Identify content) Choose appropriate methods Choose appropriate experiences Select materials, equipment and facilities Assign personnel roles Implement the instruction Evaluate outcomes Refine the process LESSON 4: SYSTEMATIC APPROACH TO TEACHING LEARNERS
The Cone of Experience is a visual model, pictorial device that presents bands of experience arranged according to degree of abstraction and not degree of difficulty. The farther you go from the bottom of the cone, the more abstract the experience becomes. Verbal Symbols Visual Symbols Recording, radio and still pictures Motion Pictures Educational Television Exhibits Study Trips Demonstrations Dramatized Experiences Contrived Experiences Direct Purposeful Experiences LESSON 5: THE CONE OF EXPERIENCE LESSON 6: USING AND EVALUATING INSTRUCTIONAL MATERIALS
To ensure the effective use of instructional materials, Hayden Smith and Thomas Nagel, (1972) book authors on Instructional Media, advise us to abide by the acronym PPPF.
You know your leson objectives and what you expect from the class after the session and why you have selected such particular instructional material. You have a plan on how you will proceed, what questions to ask, how you will evaluate learning and how you will tie loose ends before the bell rings. Prepare yourself Set reasonably high class expectations and learning goals. It is sound practice to give them guide questions for them to be able to answer during the discussion. Motivate them and keep them interested and engaged. Prepare you students Present the material under best possible conditions. Many teachers are guilty of R.O.G. Syndrome. This means "running out of gas" which usually results from poor planning. Present the material Remeber that you use instructional material to achieve an objective, not to kill the time nor to give yourself a break, neither to merely entertain the class. You the instructional for the attainment of a lesson objective. Follow up LESSON 7: DIRECT, PURPOSEFUL EXPERIENCE
S AND BEYOND
Direct purposeful experiences referred to as our concrete and firsthand experiences that make up the foundation of our learning. Direct experiences may be preparing meals, making a piece of furniture, doing powerpoint presentation, performing a laboratory experiment, delivering a sppeech, or taking a trip. Contrived Experiences are edited copies of reality and are used as substitutes for real things when it is not practical or not possible to bring or do the real thing in the classroom. Model A model is a reproductio n of a real thing in a small scale, or large scale, or exact size- but made of synthetic materials. It is a substitute for a real thing which may or may not be operational. Mock-up A mock-up is an arrangement of a real device or associated devices, displayed in such a way that representati on of reality is created. The mock-up may be simplified in order to emphasize certain features. Specimen A specimen is any individual or item considere d typical of a group, class or whole. Objects Objects may also include artifacts displayed in a museum, exhibits or preserved insect specimens in science. Simulation Simulation is a represenatio n of manageable real event in which the learner is an active participant engaged in learning a behavior or in applying previously acquired skillsor knowledge.
LESSON 8: TEACHING WITH CONTRIVED EXPERIENCES Dramatized Experiences Plays = depict life, character, or culture or a combination of all three. Pageants = are usually community dramas that are based on local history, presented by local actors. Example: Historical Pageant that traces the growth of a school. Pantomime = is the art of conveying a story through bodily movements only. Tableau = is a picture- like scene composed of people againsts a background. Examples: Celebrate Independen ce Day, Christmas and United Nations Day Puppets = can present ideas with extreme simplicity - without elaborate scenery or costume - yet effectively. Types of Puppet: Shadow Puppets = are flatback silhouette made from lightweight cardboard and shown behind a screen. Rod Puppets = are flat cut out figures tacked to a stick, with one or more movable parts, and operated from below the stage level by wire rods or slender sticks. Hand Puppets = are the puppets head is operated by the four fingers of the puppeteer, the little finger and thumb being used to animate the puppet hands. Glove-and- finger Puppets = are make use of old gloves to which small costumed figure are attached. Marionettes = are flexible, jointed puppets operated by strings or wires attached to a cross bar and maneuver from directly above the stage.
LESSON 9: TEACHING WITH DRAMATIZED EXPERIENCES
LESSON 10: DEMONSTRATION IN TEACHING showing emphasizing the is defined as a public Demonstration salient merits, utility, efficiency, etc, of an article or product.
LESSON 11: MAKING THE MOST OF THE COMMUNITY RESOURCES AND FIELD TRIPS Educational Benefits Derived from a Field Trip * The acquisition of lasting concepts and change in attitudes are rooted on concrete and rich experiences. * Field Trips bring us to the world beyond the classroom. * Field trips have a wide range of application. * It can bring out a lot of realization which may lead to changes in attitudes and insights.
The film, the video and the tv are indeed very powerful. Dale (1969) says, they can: transmit a wide range of audio bring models of excellence to the viewer make us see and hear for ourselves world events as they happen be the most believable new source can be both instructive and enjoyable LESSON 12: THE POWER OF FILM, VIDEO AND TV IN THE CLASSROOM
Visual Symbols Drawings Cartoons Strip Drawings Diagrams Affinity Diagram Tree Diagram Fishbone Diagram Charts Tree or Stream Chart Flow Chart Organizational Chart Comparison and Contrast Chart Pareto Chart Gannt Chart Graphs Bar Graph Pie or Circle Graph Pictorial Graph Graphic Organizers Maps Physical Map Relief Map Commercial or Economic Map Political Map : 31NNOS EL S1WBIHS AHSI HNIW3 NIHCO3N : LESSON 14 MAXMZNG THE USE OF THE OVERHEAD PROJECTOR AND THE CHALKBOARD
Advantages of Overhead Projector the projector itself is simple to operate the overhead projector is used in the front of the room by the instructor, who has complete control of the sequence, timing, and manipulation of his material. it is especially easy for teachers and stydents to create their own materials for use in the overhead projector there is an incresinf number of high-quality commercial transparencies.
Projet-based multimedia learning is a teaching method in which students acquire new knoledge and skills in the course of designing, planning and producing multimedia project. Dimensions of project-based Multimedia learning Core Curriculum Real-World Connection Extended Time Frame Student's Decision Making Collaboration Assessment Multimedia : 31NNOS EL PROJECT-BASED LEARNING AND MULTIMEDIA: WHAT IT IS?
LESSON 16: USING THE PROJECT-BASED LEARNING MULTIMEDIA AS A TEACHING-LEARNING STRATEGY